Base Class: Wizard
You have a connection to the elements and you can cast unique spells to do elemental damage.
Elemental Control
Elemental Control allows you to cast either create bonfire, create or destroy water, mold earth, or air slash three times per short/long rest.
Elemental Specialty
You practice the art of one element so much that when a spell does the chosen elements type of damage do and extra 5 damage and you also have resistance to that type of damage.
Acid
You do 5 extra acid damage when a spell does fire damage, you also have resistance to acid damage.
Cold
You do 5 extra cold damage when a spell does fire damage, you also have resistance to cold damage.
Fire
You do 5 extra fire damage when a spell does fire damage, you also have resistance to fire damage.
Lightning
You do 5 extra lightning damage when a spell does fire damage, you also have resistance to lightning damage.
Thunder
You do 5 extra Thunder damage when a spell does fire damage, you also have resistance to Thunder damage.
Elemental Storm
This allows you do do damage of your special type in an area.
Acid Rain
A rain cloud appears above a 30ft space and rains acid doing 2d4+1 acid damage when it is summoned and 1d4 acid damage at the start of every round. As an action on your turn you can focus the acid rain on to one point, if it is on a nonmagical item then it will disintegrate that item if it is focused on a living creature, that creature takes 4d4+4 acid damage, if killed by acid rain the creature is unrecognizable and distorted.
Arc of Lightning
When you summon the Arc of Lightning all creatures in the area take 2d4 damage and if they are wearing metal armour such as chainmail they take and extra 5 lightning damage. Any creature that attempts to leave must make a DEX saving throw on a success they get out on a failure they are stuck and take 1d4 damage. Once per long rest.
Coldfront
When coldfront is created all creatures inside take 1d6+1 cold damage.All creatures that start in the coldfront area have half speed and -5 AC until the end of the creatures next turn. Once per long rest
Firestorm
Everybody in a 30ft range must make a CON saving throw against the wizards DC on a failed save take 2d4+1 fire damage and take half as much on a successful save. The save is also repeated at the beginning of all creatures inside of the firestorm's turn but the damage initially rolled stays the same. The fire storm lasts for 1 minute, you lose concentration, or you dismiss it as a bonus action.
Thunder Hands
Thunder Pound - The large Thunder hands pound the ground doing 2d4+1 thunder damage in a 30 ft radius and all creatures in the radius's speed is lowered by 20 ft.
Thunder Clap - The large Thunder hands clap doing 3d4 damage in a 30 ft radius and deafening all creatures in the area.
Thunder Snap - The large Thunder hands snap doing 5d4+4 in a 15 ft radius
Blessing of Mother Earth
You are blessed by Mother Earth and can breath air and water as well as being able to hold your breath indefinitely. As well as not being affected by temperatures anymore.
Elemental Teleportation
You do an extra 1d4 damage and no longer have limited uses.
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